コード例 #1
0
ファイル: Model3D.java プロジェクト: GolfinhoPvP/lokorez
  @Override
  public void draw(GL10 gl) {
    super.draw(gl);

    // gl = (GL10) GLDebugHelper.wrap(gl, GLDebugHelper.CONFIG_CHECK_GL_ERROR, log);
    // do positioning:
    gl.glScalef(model.scale, model.scale, model.scale);
    gl.glTranslatef(model.xpos, model.ypos, model.zpos);
    gl.glRotatef(model.xrot, 1, 0, 0);
    gl.glRotatef(model.yrot, 0, 1, 0);
    gl.glRotatef(model.zrot, 0, 0, 1);

    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);

    // first draw non textured groups
    gl.glDisable(GL10.GL_TEXTURE_2D);
    int cnt = nonTexturedGroups.length;
    for (int i = 0; i < cnt; i++) {
      Group group = nonTexturedGroups[i];
      Material mat = group.getMaterial();
      if (mat != null) {
        gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SPECULAR, mat.specularlight);
        gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, mat.ambientlight);
        gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, mat.diffuselight);
        gl.glMaterialf(GL10.GL_FRONT_AND_BACK, GL10.GL_SHININESS, mat.shininess);
      }
      gl.glVertexPointer(3, GL10.GL_FLOAT, 0, group.vertices);
      gl.glNormalPointer(GL10.GL_FLOAT, 0, group.normals);
      gl.glDrawArrays(GL10.GL_TRIANGLES, 0, group.vertexCount);
    }

    // now we can continue with textured ones
    gl.glEnable(GL10.GL_TEXTURE_2D);
    gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

    cnt = texturedGroups.length;
    for (int i = 0; i < cnt; i++) {
      Group group = texturedGroups[i];
      Material mat = group.getMaterial();
      if (mat != null) {
        gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SPECULAR, mat.specularlight);
        gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, mat.ambientlight);
        gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, mat.diffuselight);
        gl.glMaterialf(GL10.GL_FRONT_AND_BACK, GL10.GL_SHININESS, mat.shininess);
        if (mat.hasTexture()) {
          gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, group.texcoords);
          gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs.get(mat).intValue());
        }
      }
      gl.glVertexPointer(3, GL10.GL_FLOAT, 0, group.vertices);
      gl.glNormalPointer(GL10.GL_FLOAT, 0, group.normals);
      gl.glDrawArrays(GL10.GL_TRIANGLES, 0, group.vertexCount);
    }

    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glDisableClientState(GL10.GL_NORMAL_ARRAY);
    gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
  }
コード例 #2
0
 @Override
 public void draw(GL10 gl) {
   super.draw(gl);
   gl.glScalef(model.scaleRatio, model.scaleRatio, model.scaleRatio);
   gl.glTranslatef(model.translationX, model.translationY, model.translationZ);
   gl.glRotatef(model.rotationX, 1, 0, 0);
   gl.glRotatef(model.rotationY, 0, 1, 0);
   gl.glRotatef(model.rotationZ, 0, 0, 1);
   gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
   gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
   gl.glDisable(GL10.GL_TEXTURE_2D);
   int counter = nonTexturedGroups.length;
   for (int i = 0; i < counter; i++) {
     Group group = nonTexturedGroups[i];
     Material material = group.getMaterial();
     if (material != null) {
       gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SPECULAR, material.specularLight);
       gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, material.ambientLight);
       gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, material.diffuseLight);
       gl.glMaterialf(GL10.GL_FRONT_AND_BACK, GL10.GL_SHININESS, material.shininess);
     }
     gl.glVertexPointer(3, GL10.GL_FLOAT, 0, group.vertices);
     gl.glNormalPointer(GL10.GL_FLOAT, 0, group.normals);
     gl.glDrawArrays(GL10.GL_TRIANGLES, 0, group.vertexCount);
   }
   gl.glEnable(GL10.GL_TEXTURE_2D);
   gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
   counter = texturedGroups.length;
   for (int i = 0; i < counter; i++) {
     Group group = texturedGroups[i];
     Material material = group.getMaterial();
     if (material != null) {
       gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SPECULAR, material.specularLight);
       gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, material.ambientLight);
       gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, material.diffuseLight);
       gl.glMaterialf(GL10.GL_FRONT_AND_BACK, GL10.GL_SHININESS, material.shininess);
       if (material.hasTexture()) {
         gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, group.textureCoordinates);
         gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs.get(material));
       }
     }
     gl.glVertexPointer(3, GL10.GL_FLOAT, 0, group.vertices);
     gl.glNormalPointer(GL10.GL_FLOAT, 0, group.normals);
     gl.glDrawArrays(GL10.GL_TRIANGLES, 0, group.vertexCount);
   }
   gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
   gl.glDisableClientState(GL10.GL_NORMAL_ARRAY);
   gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
 }